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[M] (4) ESV Ithaca by prodiG - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 Next All
Archvil3
Profile Joined September 2010
Denmark989 Posts
May 10 2011 08:58 GMT
#41
At first sight this is another jungle map raped by protoss decals, but once you look closer the layout is really really interesting and visuals are stunning. It seems to me you took a map concept that wasn't really anything, something as "original" as a rotational symetry jungle map and nearly perfected it.

Sad to see you go(you will be back)
Let thy speech be better than silence, or be silent.
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2011-05-10 14:18:10
May 10 2011 14:17 GMT
#42
On May 10 2011 12:41 prodiG wrote:
Show nested quote +
On May 09 2011 09:29 Syphon8 wrote:
Even though there is a destructible tower blocking it, I'm concerned that the Golds are easier to hold than the regular natural third. Especially given that it look like they're only 7 patches?

I'd make the third mid ground and the gold low ground.


Show nested quote +
That will change the map drastically as far as movement goes, look how the golds connect to the center with the LoSBs.


Show nested quote +
That can be replaced by a ramp with a LOS blocker at the bottom and will be exactly the same.



How won't it be? It's a passage that blocks vision.

As it stands Terran is very overpowered on this map.
',:/
spaZzNx-`
Profile Joined January 2011
Hong Kong1221 Posts
May 10 2011 15:55 GMT
#43
Very beautiful map, I like it. Is there anyway to get this into SEA server? :D
TeamLiquid fighting~ Gogo SlayerS Terrans!
adso
Profile Joined March 2011
718 Posts
May 10 2011 23:46 GMT
#44
"je suis venu te dire.. que je m'en vais... et que tes larmes n'y pourront rien changer..."
lyrics by serge gainsbourg:
i came here to tell you i'm leaving... and your gushing tears will not change a thing"
+ Show Spoiler +
made me think of u
Chahta
Profile Joined February 2011
United States148 Posts
May 11 2011 00:49 GMT
#45
THIS MAP BROKE MY CAPSLOCK BUTTON

But seriously, very nice map, can't wait till my biochem exam is over so I can try it out

Perhaps this is a stupid question but being as this is the first I've seen of the destructible Xel'Nagas and cannot really test it right now, are the towers usable for spotting prior to being destroyed? I assume so with the probe there in the screenshot, and if so I rather like that thinking...giving up map control in order to gain resources. It makes the decision more than blindly destroying a heap of junk.
I accidentally whole f*cking base
monitor
Profile Blog Joined June 2010
United States2404 Posts
May 11 2011 01:31 GMT
#46
On May 11 2011 09:49 Chahta wrote:
THIS MAP BROKE MY CAPSLOCK BUTTON

But seriously, very nice map, can't wait till my biochem exam is over so I can try it out

Perhaps this is a stupid question but being as this is the first I've seen of the destructible Xel'Nagas and cannot really test it right now, are the towers usable for spotting prior to being destroyed? I assume so with the probe there in the screenshot, and if so I rather like that thinking...giving up map control in order to gain resources. It makes the decision more than blindly destroying a heap of junk.


Yes, the towers are like normal towers (usable for vision) except can be killed.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
epikAnglory
Profile Blog Joined April 2011
United States1120 Posts
May 11 2011 01:52 GMT
#47
Map looks beautiful, you and LSPrime are definitely using the map maker impressively! Can't wait to see how good maps will look in a few months or years when the editor's full extent and potential are discovered! Really like the name too, The Odyssey was a beautiful book and movie!
710+ Posts with a Probe Icon =D
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 11 2011 04:44 GMT
#48
glad you guys like it~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-05-11 11:48:28
May 11 2011 11:42 GMT
#49
Will zerg always destroy the tower closest to them before taking the third?

At least in TvZ I figure .. how else defend against tanks from that gold/tower platform? I think it's allright that the towers are more powerfull than on other maps simply beacuse of the fact that they're destructible .. perhaps that goes without saying,m but it came as a revelation to me

Also, the small high grounds on the map, are they pathable? cliff-walkable and tank-dropable? The lack of doodads inclines they are. I tried somethgin liekt hat before and ppl shouted tank heaven. However, I can't tell if that's simply what ppl think or what is an absolute truth. Has this changed, do you think? I mean, small high ground dots like that, would still take a lot for T or P to make contains using those? It should be much less of an issue compared to Lost Temple, for instance?
http://mentalbalans.se/aggedesign
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 11 2011 23:18 GMT
#50
On May 11 2011 20:42 Meltage wrote:
Will zerg always destroy the tower closest to them before taking the third?

At least in TvZ I figure .. how else defend against tanks from that gold/tower platform? I think it's allright that the towers are more powerfull than on other maps simply beacuse of the fact that they're destructible .. perhaps that goes without saying,m but it came as a revelation to me

Also, the small high grounds on the map, are they pathable? cliff-walkable and tank-dropable? The lack of doodads inclines they are. I tried somethgin liekt hat before and ppl shouted tank heaven. However, I can't tell if that's simply what ppl think or what is an absolute truth. Has this changed, do you think? I mean, small high ground dots like that, would still take a lot for T or P to make contains using those? It should be much less of an issue compared to Lost Temple, for instance?

If there's no doodads on it, it's pathable. In other words, the platforms on the lowground outside of your nat, above the gold, and in the center of the map can be cliffwalked and dropped on. The third expansion (beach) has a cliff behind it so that it can be harassed by air easier. I did that to counterbalance the fact that none of the bases on the map had pathable cliffs overlooking the expansions themselves and would be a little easier to defend as such.

As for the towers, it depends on many factors. Spawn positions, your army composition relative to his/hers, what expansion path you'd like to take relative to his/hers, creep spread, etc. The map has multiple paths to get around, and a Terran player trying to camp the gold with the tower still can only control those two expansions and the nearest lane in the middle. You'll still have the option to circumvent that by moving through the choked center or around it and attempting to backstab or surround the army and attack it from multiple angles. I wanted the map to focus heavily on strategic play that uses positioning and more to take an advantage, rather than winning by running giant balls of units into each other and seeing who has better micro and army composition. (SC2 is seriously one of the most boring games when the matches devolve into that, so if you're one of those guys who tries to max on roach hydra and attack move into someone who's got good positioning and is playing to the map well, don't cry imba. Adapt.)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
BluePanther
Profile Joined March 2011
United States2776 Posts
Last Edited: 2011-05-12 17:21:19
May 12 2011 17:19 GMT
#51
I liked this map when i played it, just one criticizm. when attacking into the natural against a terran player, the fact the natural ramp is so constricted and covered by the main makes it a little too strong. maybe conside rmoving the ramp a bit further from the high ground and widening it a little maybe? Or you could just recede the high ground so it's not as close. seige tanks just ensure 2 base terran without any issues. Either way, the natural ramp needs to be widened slightly, otherwise the choke it creates is a little extreme.

Outside of that, i really liked the flow of the center parts of the map.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 12 2011 23:14 GMT
#52
On May 13 2011 02:19 BluePanther wrote:
I liked this map when i played it, just one criticizm. when attacking into the natural against a terran player, the fact the natural ramp is so constricted and covered by the main makes it a little too strong. maybe conside rmoving the ramp a bit further from the high ground and widening it a little maybe? Or you could just recede the high ground so it's not as close. seige tanks just ensure 2 base terran without any issues. Either way, the natural ramp needs to be widened slightly, otherwise the choke it creates is a little extreme.

Outside of that, i really liked the flow of the center parts of the map.
I'll be sure to keep this in mind, thanks for the feedback. I'll definitely consider pulling the main back a bit
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Antares777
Profile Joined June 2010
United States1971 Posts
May 13 2011 01:48 GMT
#53
I think that this map may be better than your other map Valhalla.
BluePanther
Profile Joined March 2011
United States2776 Posts
May 13 2011 04:28 GMT
#54
On May 13 2011 08:14 prodiG wrote:
Show nested quote +
On May 13 2011 02:19 BluePanther wrote:
I liked this map when i played it, just one criticizm. when attacking into the natural against a terran player, the fact the natural ramp is so constricted and covered by the main makes it a little too strong. maybe conside rmoving the ramp a bit further from the high ground and widening it a little maybe? Or you could just recede the high ground so it's not as close. seige tanks just ensure 2 base terran without any issues. Either way, the natural ramp needs to be widened slightly, otherwise the choke it creates is a little extreme.

Outside of that, i really liked the flow of the center parts of the map.
I'll be sure to keep this in mind, thanks for the feedback. I'll definitely consider pulling the main back a bit

Actually, i think extending the natural might be a better choice after thinking about it. There is already not that much space in the main. As long as you can keep it unsnipeable.
DataMiner
Profile Joined March 2011
United States104 Posts
May 13 2011 05:28 GMT
#55
This map is garbage, the towers are almost useless...
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 13 2011 05:39 GMT
#56
On May 13 2011 14:28 DataMiner wrote:
This map is garbage, the towers are almost useless...

Care to elaborate instead of spewing out the first useless comment that comes to mind?

The towers are designed so that they only provide an advantage in certain situations. Playstyles & strategies that incorporate it will be able to tap into that resource and use it to its full potential, both offensively and defensively. If you're just running units across the map trying to kill your oppoenent off, the towers may not do you much good. If you're playing a strategic macrooriented game, then the towers can make or break the game.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
DminusTerran
Profile Joined April 2010
Canada1337 Posts
Last Edited: 2011-05-13 06:09:00
May 13 2011 06:05 GMT
#57
Lol whoops I completely missed that the towers need to be destroyed for the gold to be taken, stupid post by me >_<.

Well then as a different note I think the center could do with an indestructible xel'naga watchtower. Just to add more purpose to having some map control in the center which I would think most of the time players would otherwise avoid as it would put them out of position for counter attacks.
Antares777
Profile Joined June 2010
United States1971 Posts
May 13 2011 10:38 GMT
#58
On May 13 2011 15:05 DminusTerran wrote:
Well then as a different note I think the center could do with an indestructible xel'naga watchtower. Just to add more purpose to having some map control in the center which I would think most of the time players would otherwise avoid as it would put them out of position for counter attacks.


I think that five towers on one map, destructible or not, is a bit ridiculous. The center one could be blocked, like the ones on Testbug. That might be ok, but I honestly like the map with just four destructible towers.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 13 2011 16:41 GMT
#59
On May 13 2011 19:38 Antares777 wrote:
Show nested quote +
On May 13 2011 15:05 DminusTerran wrote:
Well then as a different note I think the center could do with an indestructible xel'naga watchtower. Just to add more purpose to having some map control in the center which I would think most of the time players would otherwise avoid as it would put them out of position for counter attacks.


I think that five towers on one map, destructible or not, is a bit ridiculous. The center one could be blocked, like the ones on Testbug. That might be ok, but I honestly like the map with just four destructible towers.

This is exactly the thought process I had. I experimented with a tower in the center and I felt the map became too straight-forward with a tower in the center, regardless if it was blocked or destructible.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-05-13 17:28:28
May 13 2011 17:26 GMT
#60
u here = me <3

also
On May 11 2011 09:49 Chahta wrote:
THIS MAP BROKE MY CAPSLOCK BUTTON+ Show Spoiler +

But seriously, very nice map, can't wait till my biochem exam is over so I can try it out

Perhaps this is a stupid question but being as this is the first I've seen of the destructible Xel'Nagas and cannot really test it right now, are the towers usable for spotting prior to being destroyed? I assume so with the probe there in the screenshot, and if so
I rather like that thinking...giving up map control in order to gain resources. It makes the decision more than blindly destroying a heap of junk.

not a stupid q, we all sympathize (waiting is rrr) and i agree "heaps of junk" are so "beta"
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